the beauty of the BRP system is its brevity. Only imagination and some “homework” are required to turn these quick start rules into a BRP campaign. which is the mission of this quick start version. Despite the size of the core rulebook. or movie. and a sample combat. This streamlined set of BRP rules is usable in a variety of settings. A PC might be a swaggering gunfighter. the system. The Basic Roleplaying system (BRP for short) has been utilized in some of the most influential roleplaying games published in the past thirty years (among them Call of Cthulhu. The fundamentals of the game rules can be described in a few pages. Player characters are the primary roles: PCs are the protagonists the stories revolve around.4
his is the quick start version of Basic Roleplaying. Chaosium. one player takes on the role of the gamemaster (GM). television show.
T
What is a Roleplaying Game?
The book you hold in your hands is a roleplaying game. these fast play rules contain enough information for enterprising players and gamemasters to run game sessions and even campaigns without further reference. a rules framework that allows players to enact stories of adventure. Stormbringer. depressed pri-
. acting out the parts of the main characters. and dice rolls determine whether the characters succeed or fail at what they attempt to do. equipment. while the other players assume the roles of player characters (PCs). The GM also acts out the roles of characters not guided by players: these are called non-player characters (NPCs). Presented here is basic character creation. like improvising a story for a play. combat. Though the Basic Roleplaying core rulebook is recommended for the variety of options and details it provides. The game rules provide guidelines for what can or can’t be done. Inc’s D100 roleplaying game system. Roleplaying is a social game. and others). In roleplaying games. RuneQuest.

mighty sorcerer. While each player plays only one PC. If needed. Using the game rules. Play is mostly conversation: the GM outlines some situation or encounter and the players say what the PCs say or attempt to do. It was even more successful among players themselves. There is usually a beginning. super heroics (Superworld). They may take longer than one sitting to read. utilizing rules from one BRP game to augment play in another. speed.
Players create PCs by defining them with rules that help measure capabilities in quantifiable terms. and many GMs used a variety of BRP games to cobble together “dream” rules sets. ‘One–shot’ games are scenarios that do not have a place in a campaign—they’re like short stories. First is the session. an interactive scenario in which the PCs are challenged to interact with NPCs that the GM personifies. This is a chapter of the story. Chaosium. and they must be careful not to take advantage of this knowledge. players announce what the PCs will do. there is no reason a PC’s expertise is limited to things the player knows—a PC can be an expert in fields the player has no idea about. Game sessions usually last from three to five hours. introducing new concepts and mechanics as well as new paradigms for game play and character development. and even gods. and an ending to a scenario. etc. Rules provide impartial guidelines for successes and failures of actions attempted. which contained fantasy. Similarly. Cthulhu Dark Ages). In summer 2008. Inc. education. and science fiction in one box). liken it to reading a novel. The longest measure of game time is the campaign. The session is the amount of time to read a chapter. even when the player may already know the answer. If play goes well. though some are shorter and sometimes they go for much longer. This is the actual amount required to play a game. The GM devises and presents the situations that the players adventure through. and monsters that evaporate when the lights go on. and Elric!). some action. It’s fun to deal with dangers that are not truly dangerous. Dice rolls are used to determine if a PC will know something. These cover a range of settings. and others (including Worlds of Wonder. The campaign is the whole novel itself. Information on a character sheet includes things like strength. The scenario is one or more chapters. though variants called for additional or different rules required for the setting. but they do not continue beyond the end of the story. and how good he or she is at it. Roleplaying is what brings the character to life.
vate eye. the GM presents the entire game setting—representing all of its people. and a dramatic resolution. skills. and roll dice to determine what happens. The PCs will use skills and abilities to face these challenges. The purpose of roleplaying is to have a good time. brightly–clad super hero. published Basic Roleplaying. find strength in coping with it. the players feel that they’ve been to an exciting new world for a while.). science fiction (Ringworld). The second measure of game time is the scenario. the player may speak in such a manner and give that personality to the PC. a series of scenarios linked together to form an epic or engrossing longer story. heroic fantasy (RuneQuest and ElfQuest). though there is no numerical value for ‘irritable’. There is a major difference between what the player knows and what the PC knows. has published games using the Basic Roleplaying system. For example. The GM has a story to present. the BRP system was highly influential in games to come. unifying the system into a comprehensive set of core rules. middle. monsters.
. places. Hawkmoon. This information is written down on the character sheet.5
The Basic Roleplaying Core Rulebook
For 30 years Chaosium. super heroics. Because of its flexible and near-transparent design. and to explore the setting the GM has created. The PC’s character sheet is a cross
between a résumé and a report card: it defines what he or she can do. from period horror (Call of Cthulhu. consisting of some roleplaying. At the gaming table players are privy to “behind the scenes” information that PCs don’t have. threats that vanish when everyone rises from the table. intelligence. oppose other PCs and NPCs. the GM interprets how the PCs’ actions affect the game world (NPCs. sword-and-sorcery (Storm bringer.
Length of Play
How long does role playing take? There are three ways to measure time spent role playing. describing the world where they roam and how that world is affected by the PCs’ actions. and may even know victory. and other abstract elements that make up a person – though ‘personality’ is evoked by how the PC is played by the player. or a humble spacefarer trying to make ends meet. a weighty 400-page core rulebook compiling all of the variant rules and systems. Inc. including a wide variety of optional rules to allow each GM to customize his or her individual game as desired. All of these games used the BRP system. For an easy way to wrap your head around it.

though it is easier and more convenient if each player has a set. Invite some friends over and have them create characters. Generally. there are a vast range of scenarios for many different settings and games. and come in a variety of colors. D8+1 means roll a D8 and add 1 to the result. Chaosium Inc. but it’s not necessary to memorize everything—most questions can be answered as they arise. Whereas each player must share the spotlight with all of the other players. which is a roll of two tensided dice (or one ten-sided die rolled twice). the GM has the most fun in the game. D6. D10.chaosium. and sizes. paper.
. In a percentile dice roll. so the example of D6-2 with a roll of 1 or 2 will just equal 0. but this comes with the largest share of responsibility. That opposition must be smart and mean. Ultimately. The GM should read and be familiar with these rules. and it must be presented fairly. See below for more information on dice and dice–rolling methods. D10+D4 means roll a D10 and a D4 and add the results together. colors. write up some foes or encounters. the better. or the players will be bored. Other games are plentiful—and converting a scenario from one of them to Basic Roleplaying is fairly easy. with percentile dice.
and subtract 2 from the result. or they will be outraged and the game will not be fun (which is the primary point of roleplaying). Summarize the rules for them.” For example. D6-2 means roll a D6
ometimes. and qualities from games and hobby stores. Dice are available at most gaming and hobby stores. Some gaming groups use miniatures as a representation of the characters: if so. The most important dice roll in Basic Roleplaying is the percentile dice roll. and D20.6
Materials Required to Play
Responsibilities of the Gamemaster
P
layers will need little other than this rulebook. These are available in a wide range of sizes. has published many adventures for Call of Cthulhu and other game lines. then the GM should bring a small assortment of miniatures to represent the various NPCs and creatures the PCs will encounter. or other sources.com). As for scenarios. and it’s time to play. but not much more. If the group likes to use miniatures for role playing. Ideas for scenarios are also easy to come by—almost any film or book with some aspect of danger and excitement can be turned into a roleplaying scenario.
S
Dice and Reading Dice Results
Basic Roleplaying uses a variety of polyhedral dice to obtain random results. For example: 3D6 means roll three six-sided dice. players might each bring a miniature resembling his or her PC. shapes. or dice results that are modified. Using a published scenario or one he or she has created. most of which utilize the Basic Roleplaying system. however. the GM is constantly interacting with all of the players. The GM will need a little bit more than a player. a pencil. a group will need at least one set of these dice. D12. though snacks are also appreciated. while a GM may choose to bring additional copies of the character sheet provided on page 31 (or found online at www. Other dice rolls involve multiples. and a set of gaming dice. A copy of this rulebook and more blank paper for notes is the minimum. the GM narrates the game universe and acts as the PCs’ opposition. D8. To play. the first value is the “tens” while the second is the “ones. a roll of 3 and 7 on percentile dice means a result of 37. Know the general procedures for combat and powers. The primary ingredient required is creative energy. combinations. Die rolls are never modified to below 0. all that’s required is to come up with a story. A set of gaming dice includes the following dice: D4. The GM will need at least one full set of dice. the lower you roll.

even the opposite gender are some of the possibilities. The gamemaster (GM) may ask that the players create PCs suitable for a particular setting. Players can be their exact opposites as their PCs: strange races. and are percentage values rolled to see if the character succeeds or fails at a task. and seeing how they react to it. and is covered later.7
E
ach player will need to create a player character. exotic and dangerous professions. (On the other hand. how attractive he is. The player character (PC) is a representation of him. aspects that don’t have any game effects but help detail who the character is. so if the game is set in the Old West. The character sheet presented here is a simplified version of the normal Basic Roleplaying character sheet. but the character sheet makes things a lot easier.
. It’s possible to just write everything onto a blank sheet of paper. The
character sheet includes the following sections:
• Identity: This is for the character’s basic information. how fast she is. no spaceship captains. etc.
The Character Sheet
Each player will need a copy of the character sheet presented on page 31 of this book. how smart he is. Rolls are based off characteristics.or herself in the game world and does not have to be anything like the actual player. quite a bit of fun can be had trying to get these whollyinappropriate characters into this setting. which has additional information not covered in this quick start. The procedure for creating a non-player character (NPC) is less involved. or cavemen. • Characteristics & Rolls: These values describe qualities of the character such as how strong she is.) This section covers the process of creating a player character for Basic Roleplaying. medieval wizards.

• Age: Pick an age appropriate to the character. not necessarily as a measure of how much information the character has memorized. A high APP character is noticeable in a crowd because of an intangible combination of charm and presentation. how charismatic. Each is expressed as a percentage chance. The most basic are their characteristics. not simply as a list of characteristics and skills. The player can fill this information out now in full. The list of professions is provided on page 14. or an unusual mode of dress. but the most significant aspect of CON is determining how much injury a character can suffer before dying. eyes. along with descriptions of how they do damage to other characters. These are the innate abilities a character has. Identity includes the following:
• Name: A suitable name for the character • Race: “Human”.
Strength (STR): Strength is essentially how strong the character is. and how appealing the character is to others. attitude. • Distinctive Features: Using the Appearance characteristic as a guide. the more potent the character is in that ability. These are roleplaying aspects—the things that define the character as a character.” or “heavy. mode of dress. • Skills: These are the abilities the character has some innate knowledge. DEX determines how quickly a character may act in combat. or short and thick. Intelligence. It doesn’t necessarily translate to raw height—it’s instead a general guide to physical mass. etc. Is she strong and clumsy? Small and fast? Average? Is he more of a thinker than a physical sort? If the numbers just
. Roll 3D6 to determine POW. but can sometimes be increased through training and successful use. Roll 2D6+6 to determine INT. the player can move up to 3 points from one characteristic to another. Power.” “average. These don’t have to be specific numbers. A high SIZ character could be very tall (and thin). keeping characteristics in mind. or partially and skip to characteristic and skill generation. and are described below. or education in. and might include coloration (hair. an exotic hairstyle. The characteristics are: Strength. • Handedness: Is the character right.
he or she is. a broken nose. It doesn’t necessarily mean raw muscle mass. They are not learned abilities. problem-solving ability. and spiritual energy. averaging at 10 or 11. grace. and Appearance. or average height and overweight. and overall agility. rolled to see if the character succeeds. the more distinctive features. Dexterity. skin). • Height and Weight: Choose these using the Size characteristic (determined below) as a guideline. and provides the basis for the Dodge skill. lucky. Constitution. Size (SIZ): Size is a measure of how large the character is. and intuition. physical speed. or any points at all. Bigger and/or healthier characters have more hit points (HP) while smaller and/or frailer characters have fewer. A high POW character is a beacon of energy. move 3 points from INT over to STR.or left-handed? Pick one—there are no game system differences. training. • Armor: Any armor worn by the character. Roll 3D6 to determine DEX. Size. Constitution (CON): Constitution is a measure of how tough and resilient the character is. but reasoning power.
Characteristics
Characters in Basic Roleplaying are rated in a variety of ways. The higher or lower the APP. It helps aid in resisting diseases. The effects of aging are not covered in this quick start edition. from charisma. and beauty/handsomeness. intellectual acuity. Roll 3D6 to determine CON. Power (POW): Power is an almost intangible measure of will-force. how tough. Roll 3D6 to determine STR. Nonhuman characters are not covered in this quick start edition. The higher a characteristic. Normal humans have characteristics ranging from 3 (abysmally low) to 18 (a pinnacle of human potential). Dexterity (DEX): Dexterity is a measure of hand-to-hand coordination. and could be as vague as “tall. does the character have any notable features? This can be an impressive scar. Roll 2D6+6 to determine SIZ. but how effectively the character can exert that muscle to accomplish a strenuous physical feat.8 • Hit Points: A value measuring how much damage a player character can take before he or she dies. personal dynamism. Intelligence (INT): Intelligence is how smart the character is. Roll 3D6 to determine APP. Make up a few. and forceful in presence.” • Description: This is a brief physical description of the character. if a strong character is preferable to a smart one. • Profession: The character’s career or the occupation he or she is most identified with. There is no requirement to move the whole 3 points. which may reduce any damage he or she takes from an attack. For example. Appearance (APP): This is a measure of several aspects. The player should examine the set of characteristics and think about what the numbers represent. the aspects of existence with little (if any) game effect. • Gender: Write “female” or “male” here—there are no game system differences between genders. such as how smart
If the characteristics aren’t exactly as desired. or can hold off until he or she knows more about the character’s game system aspects. • Weapons: These are weapons the character uses. etc.
Identity
This is the area where the character’s basic information is fleshed out.

For example.
Damage Bonus
STR+SIZ Damage Modifier
Characteristic Rolls
Many capabilities of a character are measured in skills (described on page 9).
Move (MOV): Move (MOV) is a game value. Skill of 26-
Derived Characteristics
These characteristics are derived from other aspects of the characteristics or race. the character is dead. however. It is based on APP x 5. If there is an opposing value. a character may have Knowledge (Law) 70%. When a character reaches 1 or 2 hit points. so if the skill number is higher than 01%. There are times. will be at the base percentage chance. use a Luck roll. or the percentage chance a character attempting the skill has of succeeding. Education. but instead knows Law at that percentage. determining how far the character can move in a combat round. or to determine if the character “knows” something that the player knows. expressed as a percentage chance. The base chance of using that skill is in parenthesis after the skill name. being able to rely on good looks and personal charm to gain attention or sway others. The gamemaster may sometimes use this roll to help prod the players when they don’t know what to do next (but when the PCs would). such as running on a slippery surface or catching a dropped item before it hits the ground.
Skills
This is a list of the skills a character might be able to use. use the resistance table (described on page 20). and are spent to use magic or other powers. At 0 hit points. or having the character figure out something the player hasn’t. Many skills have specialties. he or she is unconscious. Any skill points a character has in a skill are added to the base skill. If there is no obviously opposing value. Skill base chances may be adjusted by the gamemaster based on the setting. is presented in the
Basic Roleplaying core rulebook but is not covered in this quick
start edition. Each characteristic roll is a characteristic multiplied by 5.
Effort Roll: The Effort roll is used for forceful manipulation of an object of environmental aspect. MOV is a flexible value. Power Points: Power points are equal to POW. Trying to complete a hundred pushups would require an Effort roll.9
don’t match the type of character desired.
Damage Bonus: Bigger. or trying to drink an entire bottle of salad dressing would require a Stamina roll. use a characteristic roll. he or she is unconscious. divided by two (rounding fractions up).
2 to 12 13 to 16 17 to 24 25 to 32 33 to 40 41 to 56
–1D6 –1D4 None +1D4 +1D6 +2D6
Hit Points: Hit points (HP) are equal to the character’s CON+SIZ. This does not mean he knows all Knowledge skills at 70%. Skills are rated as a skill chance. All power points regenerate after one full day that includes a night’s rest. the player should ask the GM if it’s all right to start over and roll up a new set of characteristics. Idea Roll: The Idea roll is used for a flash of inspiration. a value somewhere between 0% (no chance whatsoever) to 100+%.
Another optional characteristic. A character trying to catch the attention of a bouncer to be let into an exclusive club would use a Charisma roll. but generally each point of MOV equals one meter of movement. a STR 10 would give an Effort roll of 50.
. Specialties are specific sub-skills that define the skill. When a character reaches 0 power points. It is based on STR x 5. Stamina Roll: The Stamina roll is used for prolonged physical exertion and tests of fortitude. A character with below 05% in a skill is a hapless novice. It is based on INT x 5. stronger characters do more damage when hitting their foes with hand weapons. Someone with 06-25% is a neophyte. you always have at least a 1 in 100 chance of using the skill successfully. Add STR+SIZ and consult this chart: The damage modifier is applied to the damage rolled for any hand-tohand attack the character makes. as several others used in Basic Roleplaying are not covered in this quick start edition. when a simple roll is needed to determine whether a character is successful or not at an activity based on a characteristic. Avoiding the common cold. If trying to determine the winner of an “eenie meenie” count. meaning it will always succeed. It is based on CON x 5.
This is an abbreviated list of derived characteristics. Also. These are subtracted as the character takes damage from injury or other sources. Charisma Roll: Raw charisma. For example. All other skill specialties. All humans have a MOV of 10. It is based on DEX x 5. Use the Agility roll if the character is catching something thrown at him or her with a “think fast!” warning. unless skill points are spent on them. Luck Roll: The Luck roll is to determine if fate gives the character a break. Powers are not discussed in this quick start edition. as noted in parenthesis with each skill name. or manages to squeak by at a situation where random chance may be a deciding factor (roulette. for example). It is based on POW x 5. Agility Roll: The Agility roll is useful for determining issues where natural hand/eye coordination are more important than any training. or 50%.

Torso 10 . enough to last a little while without hardship.Face Feature 4 . Enter the results in the appropriate places on your character sheet. the more money. and subject to the GM’s approval. v Experience Bonus: 1/2 INT. consult table.Bearing 7 . do not add any additional skill points. v Write your own name on the character sheet. v Any trade tools or transportable equipment suitable to the character’s profession. . Dexterity (DEX).
PERSONAL POINT POOL
INT x 10 to create your personal skill point pool. or some trinket of little relative value. if appropriate. v Human MOV is 10.Face Hair 3 .
2 to 12 13 to 16 17 to 24 25 to 32
–1D6 –1D4 None +1D4
33 to 40 41 to 56 57 to 72 Ea.Arm/Hands 9 . and Appearance (APP). Mod. If factors increase a skill to 75% or more skill points being added. Wealth and detailed gear listings are not addressed in this quick start edition. round up. STR+SIZ Dam. keepsake. if appropriate. v Roll 3D6 for the characteristics Strength (STR). v APP x 5 for Charisma.Legs/Feet
DERIVED CHARACTERISTICS
v Damage Bonus: STR + SIZ. v CON x 5 for Stamina. v An amount of pocket money. Round up.Hair 2 . Mod. neither has an advantage system-wise.Clothes 6 .
DAMAGE BONUS
STR+SIZ Dam.
SKILL POINT ALLOCATION
v Allot 300 points to profession skills. The total must not exceed the skill limit for game type set above.
DISTINCTIVE FEATURE SUGGESTIONS
There is something distinctive about your (roll 1D10) . v Hit Points: CON + SIZ and divide by 2. setting. v Redistribute up to 3 points between your characteristics.
ARMOR & EQUIPMENT
In immediate possession: v A set of clothing appropriate to the character’s profession and the setting. v POW x 5 for Luck.Expression 5 . v Any weapon the character has a skill of 50+% in.
CHARACTERISTIC ROLLS
v STR x 5 for Effort.Speech 8 . No characteristic can begin at more than 21 points. The higher the Status roll. 1 . Round up. Power (POW). +16
+1D6 +2D6 +3D6 +1d6
.10
A Quick Guide to Creating A Character
IDENTITY & CHARACTERISTICS
v Write your character’s name at the top of the page. v Major Wound is 1/2 hit points. v Choose your character’s gender and write it in the correct space. v Other items as appropriate based on the Status skill. v DEX x 5 for Agility. v Roll 2D6+6 for the Intelligence (INT) and Size (SIZ) characteristics. . v A personal heirloom. v Circle number equal to POW in Power Point box. write total. spending them on any skills you like. v INT x 5 for Idea. Constitution (CON). no skill begins higher than 75%.

Pistol. Film. Photography. Vehicles are not covered in this quick start edition.) and winning. etc. Each type of art is a specialty. Truck.
. Rifle.) is a specialty. sculpture. like woodworking. Fast Talk (05%): Talking one’s way out of a rough situation. Basic flight doesn’t require a roll—the skill is for use with maneuvers. A successful use of this skill lowers the price of an item from one value category to the one below (at the gamemaster’s discretion). missile launchers. or set explosives in the right places to bring a building down. Cart. Etiquette (05%): Knowing what to say and how to behave in a particular situation. and 91+% indicates mastery of a skill. in combat. Firearm (various) (by weapon specialty): Pointing and shooting a firearm at a target. Energy Weapon (various) (by weapon): Pointing and shooting an energy weapon at a target. Each type of artillery weapon is a specialty. the base skill is 30%. Fine Manipulation (05%): Finger dexterity. Chariot. For characters from the modern or future eras. Disguise (01%): Concealing identity or appearance.
50% represents an amateur level of proficiency.
Appraise (15%): Judging the value of an item. Each type of vehicle (Automobile. Each type of Energy Weapon skill is a specialty. Climb (40%): Scaling a wall. Dodge (DEX x 2): Avoiding injury from a physical attack.) the character will succeed only a quarter of the time. such as catapults.
Demonstrating the use of multiple skills and characteristics. Aerial combat is not covered in this quick start edition. head butt. Suggested specialties for Artillery include Cannon. Brawl (25%): Hitting someone in hand-to-hand combat. photography. dice. for example). Gaming (INT + POW): Knowledge of the rules and odds of various games of chance (cards. etc. Drive is 20%. or determining some aspects of its capabilities that are not immediately apparent. or other difficult surface. and Submachine Gun. for others it begins at 01%. Siege Engine. or bluffing when there is no time for a reasoned argument or debate. combat. though less likely to achieve fame and recognition. Artillery weapons are not covered in this quick start edition. rope. Craft (various) (05%): The creation of some physical item for use. Rocket Launcher.12 Command (05%): Leading a small-to-large group of followers in combat or through some other difficult activity requiring discipline and coordinated actions. cannons. so a character would have Art (Photography) as one skill. Fly (½ DEX or DEX x 4): If the character has a technological means of flying (a jet pack. Each successful use restores 1D3 hit points to a wounded character. and Art (Painting) as another. or even bite. blacksmithing. Each type of Craft skill is a specialty. particularly important for disassembling things in a hurry or completing complex tasks requiring hand coordination. etc. and performing complex flying stunts. the chance is ½ DEX. First Aid (30% or INT x 1): Treating minor injuries. For characters from the modern world.
Drive (by vehicle) (20% or 01%): Piloting a ground vehicle. Specialties are Machine Gun. Calligraphy. A special success restores 1D3+3 hit points. Suggested specialties for Art include Architecture. as well as understanding the various niceties of a particular social class. If it’s a natural ability (like wings) the chance is DEX x 4. This does not mean that someone with 25% in a skill will on average fail three quarters of the time they attempt the skill—it means that under stressful situations (like adventuring. A successful Brawl attack does 1D3 points of damage to an opponent. whether with a punch. Experts have skills in the 76-90% range. kick. Artillery (various) (by weapon): Using heavy mounted weaponry. Marie relies on her DEX while dispatching a few goons on the escalator. etc. drawing. Demolition (01%): Setting and detonating explosives to achieve maximum effect. Revolver. Specialties are Energy Pistol and Energy Rifle. or another form of visual art. etc. Art (by art type) (05%): Painting. Craft is generally more practical than Art. Skill at the 51-75% range indicates a competent professional. Bargain (05%): Negotiating financial matters successfully. etc. or using some combination of makeup and costume to appear as someone or something else. Painting. Sculpture. Shotgun. cooking. sewing. Each type of Firearm skill is a specialty. for historical periods it’s INT x 1. Anyone can pull a pin on a grenade—use Demolition to jury-rig a bomb from household chemicals.

Region (an area). etc. Each different type of heavy Machine skill is a specialty. the base skill is 05%. constellations. Each type of Perform is a specialty. The GM may restrict who can use Martial Arts. etc. Unlike Fast Talk. Insight (05%): Evaluating another character’s concealed thoughts and/or motives based on subliminal clues. acting. or using a map to find a course. Folklore. Mini Gun. For characters from the modern or future eras. Language (Own) is your character’s “own” native language. or surgical means. and include Anthropology. or space vehicle. Staff. Club. Hide (10%): Concealing oneself or an item from view. Each type of Missile Weapon skill is a specialty. Each different type of Heavy Weapon skill is a specialty. Polearm. Specialties include Bazooka. Powers are not covered in this quick start edition. Linguistics. Persuade takes time and supporting arguments. Heavy Machine (various) (01%): Handling and maintaining a heavy machine. Each type of Melee Weapon skill is a specialty. a thresher.13 Grapple (25%): Wrestling or other means of open-handed combat. for historical periods it’s 00%. Missile Weapon (various) (by weapon specialty): Aiming and hitting a target with a “hand-powered” weapon. Jump (25%): Leaping over an obstacle or across a span. Persuade (15%): Using logic. etc. Occult. Projection (DEX x 2): If powers (magic. and emotional appeal to convince someone to agree to a specific course of action or avenue of thought. Specialties include Bow. Specialties are numerous. etc. and begins at INT x 5.
Demonstrating Agility: Though Juggling is a specialty of the Perform skill. and begins at 00%. Understanding and comprehension of what character is reading. etc. Martial Arts (01%): Using secret and disciplined fighting techniques to deliver more powerful blows against an opponent. including striking a target and parrying attacks. etc. Vehicles are not covered in this quick start edition. sea. reason. Perform (various) (05%): Entertaining or performing in some fashion. Flail. Crossbow.
. Literature. Each vehicle type is a specialty. the gamemaster may allow players to improvise and use the Agility roll instead. this is the ability to direct a powered attack at a target. Spear. Hammer. Streetwise. player characters do not need to make Language rolls to converse in their native languages with other speakers of the same language. Literacy (various) (identical to starting Language): Mainly appreopriate for settigs where education is not commonplace. and starting skill levels. Listen (25%): Hearing a noise or faint sound. Politics. Other 00%): Speaking and understanding a language. like a factory press. for historical periods it’s 01%. whether through music. etc. such as someone sneaking by or a monster approaching. Unlike other skills. Heavy Weapon (various) (by weapon specialty): Pointing and shooting a heavy weapon. History. Knowledge (various) (05% or 01%): Familiarity with a particular branch of study. Heavy Machine Gun. Each other Language skill is a specialty. This is a time-consuming process and does not restore hit points immediately. super. It won’t look as good as someone with the actual skill. Medicine (05% or 00%): Treatment of serious medical conditions through pharmaceutical. Language (Other) is another language. Spear. the base skill is 05%. Navigate (10%): Charting and following a path through recognizable landmarks. the damage die (not the damage bonus) is doubled. Mythology. therapeutic. Melee Weapon (various) (by weapon specialty): Using a hand-to-hand (melee) weapon in combat. Mace. For characters from the modern or future eras. Rocket Launcher. Generally.) are used in a game. Dagger. psychic. Archaeology. Language (various) (Own INT x 5. Pilot (various) (01%): Operating an air. Group (an organization). Each type of Knowledge skill is a specialty. Specialties include Axe. acrobatics. Martial Arts is not rolled separately: if a character makes a Brawl attack and also rolls under Martial Arts skill. comedy. Success for most humans usually equals a jump of roughly three meters horizontally or one meter vertically. but it is enough to keep the balls in the air. Sword.

Swim (25%): Guiding oneself through the water with the intent of movement or prevention of drowning. Rifle. as appropriate. Persuade. etc. etc. or otherwise inoperable. a medieval fantasy setting probably won’t utilize Energy Weapon. and choose four of the following: Insight. taste. Sensor Systems. and four of the following: Art. Insight. Throw (25%): Aiming and tossing something (a football. Hide. Stealth. Round. Firearm (Rifle). Race (a particular race). Repair (various) (15%): Fixing something broken. Beginning skill levels can also be adjusted for a specific campaign or setting. Navigate. Disguise. spoor. Often utilized in military or political situations. Traps. Robotics. Hide. wizard’s grimoire. Knowledge (Natural History). Mathematics.) is a specialty. or introduce new skills. Full. Spot. etc. Language (Other). Ride (various) (05%): Riding an animal and controlling it in difficult situations. such as pick-pocketing. Brawl. The GM should feel free to eliminate skills. Teach (10%): Imparting knowledge to others. Spot. Science (any). Track. Track. rock. and other small illusions. See the section on Experience on page 21 for more information. Persuade. Throw. palming coins. Meteorology. Specialties include Electrical.
Professions and Professional Skills
In Basic Roleplaying. Psychotherapy. impressing others. A lengthy process handled through multiple sessions and in-depth personal evaluation and counseling. etc. disassembled. Kite. newspaper archive. Spot (25%): Seeing things difficult to notice or otherwise hidden. Each type of Status skill is a specialty. Knowledge (Natural History or Region). 01%. as you see fit. etc. Heater.
Cowboy: Craft (usually knots). Each type of Technical skill is a specialty. Ride. Status (15% or various): Social standing. Dodge.” Each type of Science skill is a specialty. Electronics. this quick start provides an abbreviated list of a dozen. etc. Botany. For example. a police officer will have access to training in skills relating to law enforcement. Research. card tricks. Stealth (10%): Sneaking around to avoid detection or making otherwise concealed and furtive movements. Energy. Drive. Each type of animal (horse. such as borrowing money. Mechanical. for example) are not provided here. Electronic. the internet. Missile Weapon (any). Grappl5e. The Basic Roleplaying core rulebook contains 44 professions appropriate to a wide range of settings. Strategy (01%): Tactical assessment of a situation and constructing an optimal response. Geology. Science (any).
. Listen. hat. Heavy Machine. Listen. Zoology. and Ride. Hunter: Climb. rename them. Knowledge (any). Knowledge (Region: the Range). dragon. Stealth. this is a catch-all for anything that isn’t specifically a weapon. Chemistry. Technical Skill (various) (00%. or Technical Skill. The base chance varies by setting and should be determined by the GM. Knowledge (Law). Each type of Shield skill is a specialty.) to discover desired pieces of information. Psychotherapy. etc. Spot. Hoplite. Biology.
If desired. Navigate. Shield types include Buckler. Medicine. Frisbee. Each type of Repair is a specialty. There are no hard-and-fast restrictions about what skills the character can learn during the course of play through experience or additional training. Research. Specialties include Astronomy. Language (Own). computer network. or Shotgun). Fast Talk. City (a particular city). through terrain. The character will receive 300 skill points to allocate among these skills. etc. Doctor: First Aid.) through the air towards a target. or the ability to manipulate one’s social environment in a favorable manner. etc. Group (one group or organization). the GM should modify the skill list to make it more appropriate to a particular setting. Firearm (any).14 Psychotherapy (01% or 00%): Using psychiatry and psychological analysis to determine a patient’s psychological issues and address them through treatment. and touch— being able to detect subtle or hidden things with these senses. Half. Research (25%): Using a source of references (library. or Track. Track (10%): Following footprints. Melee Weapon (usually Spear). Listen. and a successful roll doesn’t necessarily damage an opponent. Specialties include Computer Programming. For example. and three of the following: Firearm (Handgun. jammed. Computer Use. Language (Other). Siege Engines. Specialties might include Church. Technical (Computer Use). Unlike the Missile Weapon skill. Genetics. or 05%): Use of a sophisticated piece of equipment or technical process. Science (various) (01%): Expertise in a field of study from the “hard sciences. Physics. giant owl. Ride. Professions using powers (magic. Sense (10%): A combination of scent. Structural. Sleight of Hand (05%): Feats of prestidigitation and misdirection. Shield (various) (by shield): Parrying a blow with a shield. and there is no minimum number of skill points that can be allocated to a professional skill. Spot. Language (Own). and Status. a profession is a collection of skills appropriate to a character in that role. Language (Other). gaining favors. etc. Medicine. Quantum. Detective: Firearm (Handgun). High Society.

Melee Weapon (any). Throw. the gamemaster may allow a player to create a new profession. Medicine. Disguise. Language (Other). Ride. Listen. Hide. Ride. In the course of adventure there are many chances to get more equipment. Grapple. plus any other three skills as hobbies or fields of interest. Melee Weapon (any). Martial Arts. Thief: Appraise. Pilot (any).
• Any trade tools or transportable equipment suitable to the character’s profession. keepsake. or Spot. Listen. Spy: Dodge. Stealth. Repair (Structural). Ride.
As an alternative to the established professions. Status. Research. Grapple. and five other skills from the following list: Climb. Brawl. Track. the more money. To do so. or some trinket of little relative value. Swim. or Track. and five other skills from the following list: Bargain. Language (Own). Knowledge (any). and that any personal skills make sense for the character to have. Melee Weapon (any). Martial Arts. • A personal heirloom. Jump. Language (Own). Navigate. Ride. Repair (Mechanical). Insight. Listen. Listen. Technical (Computer Use) or Heavy Machine. • Any weapon the character has a skill of 50+% in. Heavy Weapon (any). Persuade. or Spot. Dodge. Dodge. The higher the Status roll. Repair (Mechanical).
. Firearm (any). Grapple. pick a suitable title for the profession and ten appropriate skills to spend professional skill points on. Grapple. Disguise. Firearm (any). Knowledge (Law). Literacy. Missile Weapon (any). Listen. First Aid. Technical (Computer Use). Warrior: Brawl. Navigate. The GM may ask players not to raise any skill higher than 75% (unless the skill’s base is higher than 75%). Spot. and any five appropriate Knowledge or Science related to field of study. Etiquette. Missile Weapon (any).
Equipment
Now that the character is almost finished. Fast Talk. First Aid. Hide. and any three of the following: Artillery (any. • An amount of pocket money. Craft (any). Grapple. Spot. Grapple. or other important paraphernalia used for a particular profession. Jump. Pilot (any). Pilot (Boat). Firearms (any). Noble: Bargain. Swim. Firearm (Handgun or Shotgun). and six of the following: Artillery. Throw. Navigate. Language (Other). including skills from the character’s profession if desired. Repair (Electronics).
The rugged life of the Martian colonies spawns independent-minded adventurers—here a 31-year old scout is equipped with a battery pack to power his energy armor and comdisk to keep in touch with his comrades in the field. and a character shouldn’t be so narrowly defined. Command. Firearm (usually Rifle. Missile Weapon (any). Soldier: Brawl. Spot. Drive. usually shipboard). Insight. Technical (Computer Use). Fast Talk. Language (Other). Fine Manipulation. Fast Talk. he or she will need some gear. Dodge. Drive. Jump. Swim. Dodge. This can include weapons. armor. Climb. Multiply the INT characteristic by 10 and distribute those points across any skills desired. Dodge. if appropriate. Stealth. Repair (Mechanical). Listen. if appropriate. and four of the following: Drive. Insight. Language (Other). Hide. but any). Language (Other). but each starting PC will have in his or her immediate possession the following:
• A set of clothing appropriate to the character’s profession and the setting. Scientist: Craft (any). Research. Command. Etiquette. Hide. Brawl.
Personal Skills
Not everyone is entirely his or her profession. Language (Other). Knowledge (Region or Group). Knowledge (Law). enough to last a little while without hardship. or Track. and three of the following: Art (Photography). Climb. Persuade. Spot. or Throw. and Status. Stealth. Martial Arts. Repair (Mechanical). Stealth. Sailor: Climb.15 Lawman: Brawl. Status.

comes up with some background information for his cowboy. as it can be to create too little. Knowledge (Natural History) +20. so shortly after. Here the GM has allowed the players to choose any character they’d like to play. Fine Manipulation +30. She rolls for characteristics. and it begins at 85% (INT x 5). Navigate +70. POW 13. and Taras bin-Ifn-Ghain. After rolling up his characteristics.
Wealth and detailed gear listings are not addressed in this quick start edition. CON 15. Dodge +20. He watched a Western last night. and distributes them to the following skills: Pilot (Hovercar) +20. a humorous buffoon who stumbles through adventures yet always comes out on top. and picks a rifle and pistol for his weapons. and Technical (Computer Use) +20.
Final Touches
Any major aspects of characterization or background should be decided at this point. education. Knowledge (Region: the Range) +20. Rodney picks the Spy profession. Listen +40. and he has 13 hit points. Fast Talk +40. Craft (Mapmaking) +40. at 85% (INT x 5). and chooses from the other possibilities the following: Etiquette +30. Stealth +50. which Sarah distributes as follows: Fast Talk +20. Ben decides that the character will be pretty good in a fight. INT 14. is ready to go! Sarah approaches things with a clear path in mind. and try for a sense of balance. the GM allows Rodney to substitute Firearm for Energy Weapon (Pistol) +20. Rodney adds these skill points to the existing base skill percentages. His Own Language is English at 55% (INT x 5). Melee Weapon (Dagger) +30. and the GM and other players may have a hard time imagining a character without much information provided. Missile Weapon (Spear) +20. or goals. getting STR 13. Henry Noodleman. Ben names him. Rodney then has INT x 10. pilot of the Tin Isles expedition. Wild Walt Corbett is ready to hit the dusty trails!
. from any potential genre. SIZ 13. and Status +30. and a few pieces of equipment. The GM may wish to learn more about the character’s background for use in a campaign. and subject to the GM’s approval. He allocates them so: Dodge +20. Create as much background as feels comfortable. and APP 15. Spot +30.
Examples of Character Creation
Following are three examples of character creation. setting. Sarah has 300 skill points to distribute amongst the professional skills for a sailor. Command +20. She wants him to be really smart. SIZ 15. The character’s damage bonus is +1D4 and he has 14 hit points. Appraise +30. so they end up as follows: Firearm (Rifle) +50. naming him the pilot of the Tin Isles expeditions. She wants to create an ancient world sailor named Taras. DEX 14. but not very introspective or intellectual. and APP 13. This can include origin. Listen +30. With his STR+SIZ. and the average of his CON and SIZ give him 14 hit points. picks a weapon and some initial equipment for her character. or 170 skill points for personal skills. so she moves three points from Taras’ SIZ to INT. Taras’ Own Language is Phoenician. and APP 13. Research +10. making his final SIZ 12 and INT 17. past actions. he has a +1D4 damage bonus. Hide +30. The GM agrees that it would be all right. so he decides to create a cowboy character. religion. A one-shot scenario probably doesn’t need lot of character background. He decides that he wants to create an intergalactic spy. fleshes out some of the background information. His Own Language is Galactic Standard. Ride +60. intergalactic spy. Spot +40. and Swim +20. Ben asks if his cowboy can have a horse. He has 300 skill points to distribute. Language (Macedonian) +20. CON 14. Ben adds these bonuses to the base skills. Dodge +30. DEX 14. CON 13. family. and Persuade +40. Throw +20. is ready for adventure! After rolling for characteristics. giving him 170 personal interest skill points. and Firearm (Revolver) +50. To complete the character. She even has a bit of history written for him. Pilot (Boat) +50. Spot +50. Generally. SIZ 15. and receives 300 skill points to distribute among the professional skills. Listen +20. the more a player knows about the character. Status +30. DEX 17. Ben ends up with the following: STR 14. Sarah adds the skills to the base chances. Insight +50. and he assigns them as Brawl +30. though this is not always necessary. Track +50. Because the character’s Ride skill is 65%. Since the character is from a future setting. He’s got another 110 skill points for personal skills due to his INT 11. POW 12. INT 11.16 • Other items as appropriate based on the Status skill. Taras just barely qualifies for a +1D4 damage bonus. he ends up with STR 12. POW 14. Taras’ INT is 17. the more “real” he or she will become in play. chooses a weapon (a laser pistol). It’s just as bad to create too
much background. Rodney rolls up his character. INT 17. Jump +20. and she settles on the following spread: Climb +30.

or cooked a basic meal. when it’s necessary to determine an attempted action’s success or failure. Dice rolling is what turns Basic Roleplaying into a game system. not just a case of “Mother May I?” with the GM taking the role of mother. Generally speaking. or if they fail miserably in the face of stress. Generally speaking.17
R
outine game actions in routine situations almost always succeed. when the action becomes dramatic or extraordinary. players and the GM should roll dice for the resolution. Dice allow crises and decision points to be resolved without the constant intervention of the GM. the players and/or the GM need to make a percentage dice roll as described in Dice and Reading Dice Results on page 6 of this quick start edition. a PC shouldn’t have to roll to determine if he or she drove successfully to work. Characteristic
. Players and the GM will use percentage dice (D100) most of the time to determine success or failure. and always are rolled for. However.
Success or Failure?
The most important question in a roleplaying game is “Do I succeed or do I fail?“ Next is “How well do I succeed Basic or fail?” Roleplaying provides an easy-to-understand system to measure these chances. It is important to know whether characteristics and skills succeed when danger threatens. Some skills (especially combat skills) are inherently dramatic and dangerous. using dice rolls to determine whether an action succeeds or fails.

and when there’s nothing major at stake (no life-or-death situation. are negligible and won’t affect the chance to use the skill. • Normal: This is the standard. Dice should still be rolled even if the skill chance is now over 100%.18
Here is an instance where Dodge is proabably a more effective strategy than either tryng to Parry or relying on luck. If the roll is over the chance of success. a rating of 00% (no chance of success) to 100+% (almost always succeeding). It’s
more difficult to drive a car in the dark during heavy rain than it is to drive it in the middle of day in perfect
. • Impossible: If it’s simply impossible for the skill to succeed. such as a normal human attempting to leap 100 meters into the air unaided. A wide variety of conditions (weather.
rolls are described on page 9 of this quick start. • Difficult: If a skill would be made more difficult by some circumstance. no challenge. If the roll is equal to or less than the chance of success.
Difficulty: Use of a skill isn’t always cut and dried. or solve a crossword puzzle in
Skill Rolls
Player characters and NPCs alike have skills as described in Skills of this quick start edition. equipment. skills can be modified in the following ways:
• Automatic: When it’s completely certain that the character will succeed.
weather. The process is simple: the player or GM announces that a character (PC or NPC) will attempt a skill. There are three other conditions to keep in mind when attempting a skill roll: difficulty and the special success. etc. conditions. A character’s skill points are added to the skill’s base chance for a chance of success. Don’t even bother to roll.) can affect whether it’s easy or more difficult to use a skill. condition. or other assistance has made it easier to perform the skill. distractions. To simulate this. meaning that any conditions. the skill fails. etc. circumstances. however. etc. • Easy: Some combination of circumstances. These are described below. A percentage dice roll is made. the skill succeeds (with appropriate results).). double the skill chance. the skill automatically succeeds. or other situation. In this case. divide the skill chance in half (rounding up). and use the same system as skill and combat rules (described below). as there’s still the chance of a special success or a fumble (both are described below).

A special success is equal to one-fifth (1/5) the chance of success. • Special Success vs. This quick start edition presents the simplest method of resolving opposed skill rolls. or an enchanted set of devices. In combat. Resistance rolls pit characteristics or other measurable quantities against one other.
Think of levels of success as a three-stage affair: special success > success > failure. the other’s result is shifted. The exact result should be left up to the GM to determine. This is known as an opposed skill roll. and is described in Special Successes in Combat on page 19 of this quick start edition. it becomes a failure and the initial roll becomes a normal success. For
example. unopposed by the failing roll. with the “>” meaning “is greater than. Skill
Often. The GM may either declare no roll is needed. cross-index the active characteristic to the passive characteristic on the resistance table (below). no roll should be allowed. • If one party succeeds in a special success and the other does not. though for the most part these should be obvious and assigned by the GM where appropriate. one character will attempt a skill that must be countered by a non-player character. the highest successful roll is the one that achieves the desired result.
The section on spot rules on page 28 of this quick start edition cover a few situations where difficulties are applied. the character with the highest skill is successful. both of the acting characters should make the appropriate skill roll and compare the results:
• If both parties fail. or half their normal chance. In this case. Failure: The special success achieves double the intended result (as appropriate). In these cases. Sometimes a skill use is “just right. the one resisting any change. rounded up (use the final chance if modified by a difficulty). as the rolls are still “successful”).” and the result is better than normal. • If both succeed normally. It could be a robotic superhero.
. one level of success essentially cancels an opposed level of success. with any appropriate consequences.
To make a resistance roll. It also includes the fumble. the successful skill is accomplished without challenge. becomes two failures (though experience is allowed. or allow a roll and present the chance of a fumble (see below). a mechanoid “demon” from another plane. Critical successes and fumbles are not covered in this quick start edition. it should be twice as good as a regular success. a heavy rock might be SIZ 15. the result is called a special success. as 12 is 1/5 of 60%).” When comparing levels of success.19 absolute darkness. • If the rolls are tied.
In normal skill use. The active characteristic is the party or force trying to influence the passive characteristic. For example. the GM may announce that fighting in near-dark makes all skills Difficult.
A robot can be “built” in Basic Roleplaying in several ways. In these cases. If it is a normal success. the critical success. Special Success: Each degrades by two levels of success. To lift it. a skill of 60% means that any roll of 01 through 12 is a special success. • Special Success vs. a special success means that the skill succeeded especially well and should have an enhanced result. the consequences are obvious.
The Resistance Table
Some actions require more than skill or natural ability: obstacles must be overcome for the character to succeed. a special success does additional damage. refer to the resistance table and call for a resistance roll. but as a rule of thumb. the (normal) success becomes a failure. a calamitous event occurring when the dice roll is especially high. a character will need to roll his or her STR versus the rock’s SIZ on the resistance table. Special Success: Not all successes are equal. The skill attempt just fails. For
example.
Basic Roleplaying includes another level of success.
The Basic Roleplaying core rulebook covers opposed skill rolls in considerably more detail. • Special Success vs. • If only one party succeeds. Success: The special success becomes a success. The cross-indexed
Skill vs. and describes a situation such as a PC using Stealth to move undetected versus an NPC using Listen to detect intruders.

until completed. jet cargo Air vehicle. those skills should have the chance to improve. If the experience roll is higher than the skill. bomber Air vehicle. it gets harder to improve. successful rolls in Knowledge (Occult) and Knowledge (History) are two different skills.
Object SIZ Examples
Object Full SIZ Segment SIZ
Glass window Door Chair Table Manhole cover Fire hydrant Potted plant Glass door Desk Lamp post Home interior wall Home exterior wall Brick wall Concrete wall Concrete and steel wall Small air vehicle Automobile Vault door Medium land vehicle Steel beam Air vehicle. or best judgment.
Experience
If characters succeed in using skills during challenging situations. and allows for characteristic improvement. For example. attempting to Hide when no one is looking doesn’t merit a skill experience check.21 • Successful use in two different specialties is two experience checks. the character then rolls 1D6 and adds this total to the skill. any roll of 36+ is a success. Repeat this process for each skill checked successfully.
. • Using a skill when it is modified to Easy (double normal chance) does not count. The first time a particular skill is used successfully in an adventure. and are eligible for two experience checks. These are not covered in this quick start edition. • A psychic battle (or even a stare-down) would use POW vs. CON. If the player rolls a 36-00.
• Squeezing through a hole in the wall pits a character’s SIZ against the hole’s SIZ.
The resistance table is invaluable for use when a raw characteristic is pitted against another. • Drinking someone under the table would be CON vs. On the character sheet are small checkboxes next to each skill.
Some gaming groups prefer a serious roleplaying experience.
The Basic Roleplaying core rulebook covers training and other means of skill improvement. add 1D6 to the character’s existing 35% skill. POW. For example. though the GM can allow for multiple chances for skill improvement for a longer adventure that provides several distinct “down time” periods where the characters can rest and reflect on what they have accomplished. Keep in mind the following:
• Subsequent uses of the skill in the adventure do not count towards experience: one successful use is enough. indicating that the skill has been used successfully and is eligible for experience. not one. The idea that as a character gets more highly-skilled. • Trying to resist a poison would pit the poison’s potency (as a value) against the poisoned character’s CON. Erase the current skill and write the new total on the character sheet. if a player is
making an experience roll for a skill of 35%. An experience roll is a roll higher than the skill chance (a reverse of the normal procedure). while others keep play light-hearted (especially for younger gamers). For example. the player should check the box. The rest of the time: use a skill versus a skill. non-adventuring situation where nothing is at stake doesn’t count. jet fighter Medium tank Heavy tank Locomotive Air vehicle. airliner
3 4–8 4–9 4–12 5 5 2–5 8 10–20 30 25–35 25–45 30–50 30–50 35–55 40 50 60 60 65 80 80 90 100 100 105 110
3 4–8 4–9 4–12 5 5 2–5 8 10–20 10 8 12 20 20 25 10 12 20 12 30 18 30 35 20 15 15 15
At the end of the adventure.
Generally. • Using a skill in a non-threatening. the GM should ask each player to make an experience roll for each skill successfully used and checked. this is done at the end of a single adventure.

When roleplaying. Sometimes.’ while at other times. Remember that in–game time is usually not equivalent to time actually spent playing. or periods of activity where exact time is not of the essence. If large amounts of time are being dealt with in this fashion. the GM should allow for the player characters to perform any activities that could fit into this timeframe. Unless there is a specific reason for it. most actual roleplaying takes place in narrative time.22
I
n Basic Roleplaying. the GM may need to summarize the events of many days in a single sentence. time is an important factor. where a conversation takes as long to have as it takes to play. particularly during combat. mostly to determine what happens in what order. within reason. then time is compressed greatly to a few moments of game time. or when the players are discussing.
. Most gameplay occurs in narrative scale. Following are the important distinctions of game time:
Narrative Time
This is amount of time it takes for GM may be narrating to the players. narrative time resembles real time. If a game session includes lengthy travel. such as ‘It takes you a week to reach Constantinople. the actions of only a few seconds of time can take several minutes or longer to resolve. The description of travel time to Constantinople is an example of this. so that game mechanics are applied when they should be.

Etiquette.
The Combat Round
A combat round is used during combat sequences. Artillery. Craft. Perform. particularly actions that are not during combat. Fast Talk. Technical Skill. Hide. Sleight of Hand. Etiquette. Navigate. Ride. Bargain. Stealth. such as picking a lock or finding a book in a library. A combat round consists of 12 seconds of fast–paced activi¬ty. Command. Drive. Knowledge. study. Etiquette. when it’s important to note exactly what happens and in which order. if a character does nothing else. Combat rounds are repeated until the combat is over. Persuade. Track. Swim. or flees. Bargain. Track. Each turn equals five minutes (25 combat rounds). Knowledge.
variable amount of time and are listed in each appropriate time category. Psychotherapy. Some skills can take a
The combat round is structured to organize complex combats. Literacy. Sense. Technical Skill. Repair. Disguise. Art. Research. Heavy Machine. Pilot. Navigate. Sense. Swim. Pilot. Spot. Fly. Navigate. Swim. Command. but not in actual combat. Medicine. higher DEX fires first. Knowledge. First Aid. Then Powers are initiated or spells begun. Strategy. Status. stabs. Statements of Intent let the gamemaster know the players’ intentions. Gaming. Fine Manipulation. Command. Psychotherapy. Listen. Craft. Drive. During a combat round. Shield. Strategy. Brawl. Science. Research. Climb.
. Perform. 5–30 minutes – Appraise. parry incoming blows. Heavy Machine. Ride. It is also a general measure for how long certain activities will take. time is measured in turns. 30–60 minutes – Appraise. Technical Skill. Dodge. Language. 6 hours to many days – Art. Language. Teach. he or she can move about 30 meters and still be able to watch what is going on nearby. Repair. Jump. Insight. some characteristic rolls. Language. The GM may require multiple successful skill rolls for extended research.
Skill Time
Following are examples of the game time required to perform a single use of a skill. Medicine. Artillery. Science. Track. If the combat takes more than one combat round. Teach. Demolition. Demolition. Drive. A character usually gets one attack or other action and one defensive action in a combat round. Fine Manipulation. Craft. Teach. Strategy. Throw. Technical Skill. Art. or grabs. or a complex task. 1–5 minutes – Appraise. Perform. bites. then another combat round begins immediately after. Heavy Machine. Demolition. Fly. Turns are used for general movement when there is no conflict or other event that must be handled on a minute–by–minute basis. Stealth. the GM may rule that a certain task takes a number of turns to complete. Ride.
A few seconds to an entire combat round – Most attacks and parries. Art. some characteristic rolls. and react to emergencies. Persuade. In these cases. Hide. Listen. Repair. Ride. Climb.23
The Turn
When it’s important to take note of the exact passage of time. Strategy. Sense. Climb. Pilot. The gamemaster compares the DEX values of the characters and monsters. Swim. Medicine. First Aid. Status. some characteristic rolls.

highest to lowest. and what actions are possible in the amount of time provided. etc.
The Combat Round
As noted previously. dodges. who can act at a particular time. from the highest DEX to the lowest. Players or GMs do not need to defensive announce actions (parries.Movement 3. These always occur in the same order. The player of a character with a high DEX ranks makes his or her statements of intent before a character with a low DEX rank.Resolution
Statement of Intent
The GM and players involved in a combat round must announce what they will do. This section addresses the wide variety of actions that occur during a combat round. each character can perform actions and react to other actions in an order usually determined by his or her DEX characteristic. Statements of intent should be handled in order of the DEX characteristic of all involved characters.Statement of Intent 2. Usually the GM will count down.
1. calling on each player to state his or her intended actions at the
.Actions 4. The order that actions can be attempted in is determined by your character’s DEX characteristic. and are repeated with each new combat round until the combat is over. In combat it is often essential to know exactly what happens when. and in it. A combat round consists of four phases. a combat round is 12 seconds long. These are described below.) during this phase.24
C
ombat is often an inevitable part of most adventures.

To parry. Lower is better. Defender’s armor value subtracted from damage.
Attack and Defense Matrix
Attack RollParry RollDodge Roll Result Special Special Special Defender parries or dodges attack.*
Dodging
Dodging is essentially getting out of the way of an oncoming attack. A dodge is determined after the attack roll is made. and be able to see the attack coming. then those with medium–length weapons (swords.) will be able to act before
Parrying
Parrying is essentially knocking or blocking the attacking weapon out of the way. If there is a need to determine who acts first when DEX ranks are tied. Parries and Dodges occur within the same DEX rank as the original attack. although the GM may allow the character to dodge arrows and thrown weapons as if the task were Difficult (½ normal skill level). the attacked character may wish to parry it. If a weapon has more than one range listed. Weapons and shields occasionally take damage from being used to parry. and can even break if their hit points are overcome. If these are still tied. If parried in melee combat.) and the chance of parrying missile weapons is based on the size and type of the shield. A parry is determined after the attack roll is made. the user can choose which range to act on.25
appropriate times. it does not need to be parried.) or who are unarmed. After these go characters armed with long weapons (spears. Any roll higher than the attack chance is a failure.) and finally those with short weapons (daggers. no effect. The character with the higher skill rating goes first. No damage. If an attack fails. and announcing how the NPCs will act at the appropriate DEX characteristics. and is required to fully counteract an attack with a special success result. If there are multiple characters attempting to act on the same DEX rank. Parrying weapon or shield takes 2 points of damage. the attacked character may wish to dodge it. no other result. It is impossible to dodge firearms or high-velocity weapons. the character must be aware of. Moving between 16–29 meters in a combat round means that the character acts at ¼ his or her normal DEX rank. so someone on DEX rank 15 will go before someone on DEX rank 14. axes. by rolling percentage dice below the parry skill (equal to the weapon’s attack skill).
Success Special Special
Success Success Success Defender blocks or dodges damage.* Special Failure Failure Attack achieves a special success. Defender’s armor value subtracted from damage. Attack does full damage plus normal damage bonus and appropriate special result. it does not need to be dodged.). and is required to fully avoid an attack with a special success result.
those in hand–to–hand (melee) combat. Special successes are covered below. Determine a successful dodge just like an attack roll. etc. If the attack is successful. A special success on an attack is better than a normal success. use the relevant skill. It is impossible to parry firearms or highvelocity weapons (energy weapons. If the attack is successful. If the roll is less than 1/5 of the attack chance. A character can move between 6 and 15 meters and still act at ½ his or her normal DEX rank.
Special Success Success Attack partially parried or dodged and achieves a normal success. he or she can move around 30 meters in a combat turn if performing no actions other than defensive (parries or dodges). Success Failure Failure Attack strikes defender and rolls damage normally.
Actions
Characters (PCs and NPCs) act on their DEX rank. etc. a special success is achieved.
Attacking
To attack. the character must be aware of. etc. Attackers armed with missile weapons (bows. and be able to see the attack coming. Defender blocks or dodges damage. If an attack fails. attacker’s weapon takes 1 point of damage. and does no damage to the opponent. A special success (described below) means an especially good dodge. To dodge. lances. *
Failure —
—
. Defender’s armor value subtracted from damage. etc. and requires an equally successful parry or dodge to avoid. A special success (described below) means an especially good parry. roll percentage dice (D100%) and try to obtain a result equal to or lower than the attack chance. attacks are performed in order of weapon type. no other result.
Movement
If a character is not involved in combat. the actions occur simultaneously. no other result. by rolling percentage dice below the dodge skill chance. etc. Determine a successful parry just like an attack roll. guns.

and heavy armor stops a lot of damage. advanced/futuristic melee and missile weapons are not covered in this quick start version. though low-velocity missile weapons (thrown. Hide. or round) shield has 30%. and Throw and the Agility characteristic roll. Shields are described by Base Chance to parry or attack with.
Weapons and Damage
Weapons are described in the following manner:
• The Skill used. Armor is defined by Armor Points (how many points are subtracted from damage) and a Note describing additional effects wearing the armor has on the character. At up to three times the range. entanglement. and “½ damage bonus” means roll and divide by 2. a full (heater. • The Hit Points of the weapon if it is parried with. Other than a few instances. A character’s damage bonus is added to this. Heavy Helmet. and beyond three times the range there is no chance of hitting the target.). Soft Leather. subtract the armor points from the points of damage that have been rolled. Hard Plate. This table summarizes the results in combat. The Basic Roleplaying core rulebook provides many other types of shields from a variety of historical and genre sources. rounding up. The “physical” skills are Climb. etc. Stealth. etc. • The Damage the weapon does against the target. and a large (Hoplite or riot-style) shield has 60%. Jump. Light armor stops a little damage. which any skill points are added to. Half Quilted Riot Gear
8 7 4 1 +2 +1 1 2 8 7 2 12/6
-5% to Physical skills -20% to Physical skills -10% to Physical skills None -50% to Perception skills -15% to Perception skills None -10% to Physical skills -25% to Physical skills -20% to Physical skills -5% to Physical skills -10% to Physical skills
Shields
Name Base Chance Skill AP/HP Damage
Full Shield Heater Hoplite Kite Riot Round Target
15% 15% 15% 15% 15% 15% 15%
Shield Shield Shield Shield Shield Shield Shield
22 20 26 22 16 20 15
1D4+db 1D3+db 1D4+db 1D4+db 1D3 + db 1D3+db 1D2+db
. while full plate armor stops 8 points of damage.) can be parried with a shield. • The number of Hands needed to use the weapon properly. Dodge.
The Basic Roleplaying core rulebook lists at least a hundred other types of weapons. Following is a simplified and abbreviated list of the armor types presented in Basic Roleplaying. the chance becomes 90%. though. the attack chance is ¼ the normal chance. while at up to twice the range the attack becomes Difficult (½ skill chance). The Basic Roleplaying core rulebook covers dozens of other types of armor. kite.
Armor
Armor protects its wearer from being injured.
Armor
Name AP Skill Modifier
Bulletproof Vest Chain Flak Jacket Clothing. Parrying with a shield follows the same rules as parrying with a weapon. A success will cancel out an equivalent level of success. For example. a shield is a movable obstacle a character tries to intercept incoming attacks with. a target shield has a straight 15% chance to parry a missile weapon. If a character kneels behind a large shield. Damage above and beyond the armor’s protection value bypasses the armor and is inflicted on the character. Generally. from explosives. etc.
Shields
Essentially. shock. When a character is hit in combat. Light Leather. just as with skills: special success > success > failure. This are the specialties described on pages 12-14. Damage done if used as a weapon (a shield bash. from primitive hides to personal energy shields. soft leather armor stops 1 point of damage. Swim. • The Range of the weapon provided in meters: below this range and the attack chance is not modified. Heavy Helmet. It’s not invulnerable.26
Combat Summary
A quick means of determining who hits who in a combat is to compare levels of success. and by Armor Points. Full Plate. many of which do alternate types of damage. • The Base Chance. arrows.

If the character is in a hospital under ideal conditions and receiving top-notch medical treatment. Heavy* Crossbow 25 2D6+2 2H she falls unconscious for 1D6 hours or until Crossbow. Under normal circumstances. Crossbow. For example. Heavy Mace. Laser** Energy Weapon 20 1D8 1H his or her maximum hit point total. Great Knife Mace. up to Pistol. QuarterSpear. even if the dice indicate more. a charPistol** Firearm 20 1D8 1H acter heals 1D3 hit points per week. A special success is often a killing blow to most normal opponents. as normally). Light Pike Staff. Successful use of First Aid can only heal the total hit points in damage for an individual wound. laser pistols and rifles have charges for 20 shots. Laser** Rock (thrown) Sling
Firearm Energy Weapon Throw Missile
25 2D6 15 2D8 Throw 1D2+½db 05 1D8+½db
2H 2 1H 2H
12 10 18 10 15 10 8 14 12 20 n/a 2
20 meters 90 meters 55 meters 40 meters 10 meters 10 meters 20 meters 20 meters 80 meters 100 meters 20 meters 80 meters
NOTES: * Crossbows are slower to fire than most missile weapons. Light* Crossbow 25 1D6+2 2H awakened by another character. restoring lost hit points. a successful use of First Aid can only heal 2 hit points for that particular wound. If the roll is unsuccessful.
Healing
A character will usually heal 1D3 hit points per game week. meaning that at the end of a seven-day period. Hand Brawl Club. it means that the attack was exceptionally well-made. Add the damage modifier (if any) on top of that. For example. Hand (thrown) Missile 10 1D6+½db 1H from this new total. Battle Axe. When a weapon successfully strikes a character (or the character suffers some other injury).
HP
Range
Special Successes
In combat. up to maximum hit points. An injury may have First Aid applied to it only once. so they can only be fired on every other round. Great Axe. Great Sword. **Pistols and rifles hold 6 shots apiece. Long Sword. the First Aid skill can be applied to wounds to reduce their severity. striking deep into the opponent’s body or hitting perfectly. Keep track of each injury separately. Light Dagger Halberd Hammer Hammer. and then add the results of a normal damage roll to it.
Damage and Injury
Each character has hit points (HP) derived from the average of Constitution and Size. if a character has taken 2 hit points in damage from a single wound. Broad Sword. Bow. damage points (after armor) are subtracted from current hit points. She takes 6 points of damage from an attack. and she takes 4 hit Missile Weapons points in damage. If the Daggar (thrown) Missile 15 1D4+½db 1H character is reduced to 0 hit points. Heavy Club. when a special success is achieved. the GM rolls 1D3 and the character has that many hit points restored to his or her total. Two points are subtracted from the damage because of her armor protection.
. she is Knife. Any more damage is subtracted Axe. Successful use of the First Aid skill will heal 1D3 hit points per injury. each takes a full combat round to reload. This reduces her to 8 hit Weapon Skill Base Dmg Hands points. The resulting amount of damage is then delivered to the opponent (with its armor subtracted from the damage.27
Melee Weapons
Weapon Skill Base Dmg Hands HP
Axe. the GM may choose to allow the maximum healing rather than rolling 1D3. it is still bandaged and cleaned but is not overly beneficial. determine the maximum damage the weapon can roll. (thrown) Missile 15 1d3+1+½db 1H dead. Short
Axe Axe Axe Brawl Club Club Dagger Polearm Hammer Hammer Dagger Mace Mace Polearm Staff Spear Sword Sword Sword
15 15 15 25 25 25 25 15 25 25 25 25 25 15 25 15 15 05 15
1D8+2+db 2D6+2+db 1D6+1+db 1D3+db 1D8+db 1D6+db 1D4+db 3D6+db 1D6+db 1D10+3+db 1D3+1+db 1D8+2+db 1D6+2+db 1d10+2+db 1D8+db 1D10+db 1D8+1+db 2D8+db 1D6+1+db
1H 2H 1H 1H 2H 1H 1H 2H 1H 2H 1H 2H 1H 2H 2H 2H 1H 2H 1H
15 15 12 n/a 22 15 15 25 15 15 15 20 20 15 20 15 20 18 20
mine the value of a special success. To deter-
Rifle** Rifle. Long Bow 05 1D8+1+½db 2H If a character is reduced to 2 hit points. an uninjured character has 12 hit points and is wearing hard leather armor (worth 2 points).

the ambusher gets a single combat round where all of his or her attacks are Easy. or up to ½ the character’s SIZ can offer a defensive bonus. or modifiers that may affect gameplay. If the target remains unaware (fails the roll). while this quick start edition has an abbreviated list. or Spot roll). If the attacks are with missile weapons. An attack that would normally hit but misses is assumed to hit the cover. reducing damage appropriately (a brick or metal wall might stop the attack completely. Backstabs: If the target is unaware of the specific whereabouts of an attacker in a combat.28
S
pot rules cover a variety of situations outside of combat. In pitch
. any missile attacks against him or her are Difficult.). The Basic Roleplaying core rulebook contains more than 60 spot rules. or Spot roll. the target must make a Difficult Listen. Cover: Hiding behind something larger. Sense. the defender can only try to Dodge or parry (if a weapon is available) for one combat round. equal to. a thin wood wall might only reduce damage by 4 points. etc. an attacker behind or to the side of him or her can try to backstab the opponent: an Easy attack. If the ambusher is using a hand-to-hand weapon. he or she can ambush an opponent. The GM should determine if the attack passes through the cover. combat is handled as normal.
Ambush: If an attacker has successfully made a Stealth or Hide roll and remained undetected (versus a Listen. all combat skills become Difficult. damage from other sources. These include environmental issues. Darkness: If fighting in near-total darkness (without any night vision or equivalent). Sense. Dodging or parrying this attack is Difficult. Next round. If the item can serve as cover.

Firearm (Pistol) 70%. and looked around. Firing into Combat: Firing a missile weapon at a character that is engaged in combat penalizes the attacker by –20% to his skill chance. Compare the damage done against the character’s hit points (total. an ancient set of ruins of vaguely Mesoamerican design. Knockout Attacks: It is possible to attempt to knock another character unconscious rather than killing him. They climbed to a vantage point on top of a nearby stone ziggurat. the three player characters. a hit! He rolls 7 points of damage. He is armed with a laser pistol that does 1D8 points of damage and has 20 charges.
An Example of Combat
Plucked from their home eras. After escaping the wreckage of the strange. He has no armor. He is armed with a revolver (1D8 damage) and a rifle (2D6 damage) and is not wearing any armor. The creatures make an unearthly groan. the GM decides that combat goes in order of DEX. not current). Ben rolls a 34. and is wearing hard leather armor (2 points of protection. both Henry and Taras are able to act. Since they’re both doing the same thing. subtracting armor. To knock someone out. rounding up.29 black darkness. Firing a missile weapon at another character while both the attacker and target are engaged in combat makes an attack Difficult.
. and the skills Dodge 48%. Zombies never attempt to dodge. and Firearm (Rifle) 75%. The GM has created a little sheet of scratch paper keeping track of the zombies. make a Difficult attack and roll damage as normal. or are Difficult (whichever is lower). Falling: A falling character takes 1D6 points of damage per 3 meters distance. Henry has DEX 14. all combat skills are equivalent to POW as a %. and the skills Dodge 64%. Zombies from outer space! It is clear that the heroes will have to battle these horrible creatures. Fire (in this case. he asked the players to make Spot rolls for their characters. Taras has DEX 14. and applies 4 points of damage to zombie #1. If the damage is equal to or greater than ½ the character’s normal hit point total. rounded up. 14 HP. or claw (25%. shambling irradiated creatures lurching from the spaceship wreckage… the ship’s labor crew of reanimated corpses. and Sarah rolls a 20. these three resourceful heroes are exploring their surroundings. and Missile Weapon (Spear) 35%. At DEX rank 14. and the target is not knocked out. It takes no DEX ranks to drop a weapon. meaning that any heroes with missile weapons will get a free shot before the alien zombies attack them. including the minimum strength bonus) in hit points. or be consumed by their hunger for living flesh. and Melee Weapon (Dagger) 45%. or 1D10+1+1D2 damage thrown). but –10% to physical skills). time-shifting alien vessel that kidnapped them from their homes. and most physical weapons do only half damage against them. intergalactic spy Henry Noodleman (Rodney’s character). with DEX 7 and 14 HP apiece. Taras throws his spear. and Energy Weapon (Pistol) 40%. they each take a shot simultaneously at zombies #2 and #3. The GM divides by 2 and applies 3 points of damage to zombie #2. and cowboy Wild Walt Corbett (Ben’s character). They are fairly resistant to weapons. The GM secretly reduces this to ½ the normal amount. Drawing a Weapon: Drawing a weapon from a sheath or holster takes 5 DEX ranks. Putting a weapon away takes the same amount. and say a word that might be alien dialect for “brrainnnsss” as they approach. The creatures are 5 MOV units away from the heroes. the character is knocked out. The players do not know it. and the skills Dodge 48%. Walt has DEX 17. Each gun has six shots. navigator Taras bin-Ifn-Ghain (Sarah’s character). If the damage rolled is equal to or less than ½ the normal hit point total. a 7-meter fall does 3D6 points of damage. Since both parties are aware of one another. 1D3+1D4 damage). have formed an uneasy alliance born of necessity. with no actual damage being done.
Round One
At DEX rank 17 Walt shoots first with his rifle. the attack does minimum possible damage (the lowest the dice can roll. numbering them 1 through 5 (though these numbers won’t be known to the players). as normal. 13 HP. They attack with a bite (30%. He is armed with a dagger (1D4+1D4 damage) and a spear (1D10+1+1D4 damage. 1D3+1D2 damage). For example. These gave away the presence of a handful of ghastly. 14 HP. but these five creatures are identical to zombies from the core rulebook. in the form of Henry’s laser pistol) does full damage. a hit! Sarah rolls for damage and gets a total of 5 points. After the GM described the area.

Round Three
At DEX rank 17. it’s once more Walt’s time to attack. left unarmed without his spear. Taras. but rolls a 77 and fails. Taras steps down a step (taking 1 MOV) and attacks zombie #2. At DEX rank 7. already wounded from the thrown spear. To make things easy. At DEX rank 7. costing him 5 DEX ranks. Taras and Walt look at Henry questioningly. a miss! Things are not looking great for him! Taras stabs at zombie #2 with his dagger and gets a result of 45. This fight looks like it’s going to last a while longer… will our heroes survive?
Optional Rules in the Basic Roleplaying Core Rulebook
The Basic Roleplaying core rulebook contains a wide variety of optional rules. The following are many of the optional rules provided in Basic Roleplaying: • Aging and Inaction • Allegiance • Alternate Opposed Roll Systems • Character Type Skill Bonuses • Choosing Characteristic Values • Complementary Skills • Cultural Modifiers • Distinctive Features • Encumbrance • Fatigue Points • Freeform Professions • Higher Starting Characteristics • Hit Locations • Increased Personal Skill Points • Initiative Rolls • Literacy • Non-human Characters • Personality Traits • Point-based Character Creation • Research Specialties • Sanity • Simpler Skill Bonuses • Skill Category Bonuses • Skill Ratings Over 100% • Strike Ranks • The Education Characteristic • The Knowledge Roll • The Projection Skill • Total Hit Points
. leaving Walt with 10 HP. The GM rolls attacks for the zombies. He rolls a 38. The heroes are at the summit of the step pyramid. and doubling it for the special success makes it 20 points. a special success! He rolls 7 points of damage. many of the rules presented in this quick start edition are abbreviated or simplified versions of the BRP core rules. This zombie has only 9 HP left. Zombies #1 and #5 will attack Walt. zombie #2 will attack Taras. and falls dead (again) to the ground. Taras and Henry are able to go. all of the zombies make their full MOV to reach the heroes. but #5 rolls a 14. and this doubles to 14. exactly what’s needed. Henry fires again with his lucky laser pistol. Additionally. zombies #2 and #4 miss Taras and Henry with rolls of 89 and 36. still before the zombies. the characters must now face the wrath of the star-zombies! The zombies each move 1 MOV and are able to make attacks against the characters. Ben winces and marks the damage on his character sheet. Walt tries to dodge. a special success! He rolls 10 points of damage. and its total is now 5 HP. Perhaps frenzied by blood. At DEX rank 14. It groans. Henry can shoot with his pistol at the same penalty. Despite a lowered chance. is still enough to take injured zombie #1 out of the fight (as Walt had done 4 points of damage to it in round one). and rolls a 91. This reduces him to DEX rank 9. so there’s nowhere they can go. He rolls an 89 and misses! At DEX 14. Even though the zombie’s resistance to normal weapons lowers the damage to 10 points. respectively. a hit! This does 5 points of damage. the GM decides that each zombie will use a claw attack (25%). and he looks at his own pistol in awe. Zombie #1 misses Walt (a roll of 78). the GM announces that this zombie (#3) literally bursts into flame and falls down dead. Attacking with a missile weapon while attacker and target are in melee combat makes any attack Difficult. reduced to 4 points. Injured but not down yet. Since zombies aren’t immune to fire. Ben rolls a 03. which the GM reduces to 3 points and applies to zombie #2. The zombie already has 9 HP from previous injuries. and zombie #4 attacks Henry.30
Henry rolls a 04.
Round Two
At DEX 17. At DEX rank 9. draws his dagger. Walt is able to take another shot at the zombie (#1) approaching him. This time damage is a 7. The starzombie’s claw tears into his flesh for 4 points of damage. The roll is 13. scoring a normal hit for 6 points of damage to zombie #4.